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[WIP] DrawManager: Image/UV editor Drawing
Needs ReviewPublic

Authored by Jeroen Bakker (jbakker) on Oct 18 2019, 4:48 PM.
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This patch is a prototype to detect how much work it is to migrate the drawing of the image/uv editor toward the DrawManager. It has been done for preparation of a architectural design discussion that will happen around bconf.

  • Nothing works, even nothing is actually drawn visible to the screen
  • Enabling Debug value 22 will show the DrawManager profiler indicating that the draw manager actually is doing the drawing.

This prototype will lead to more GPU powered editing features, that will reduce the round trips between GPU/CPU. What will for the user mean better performance.

Next steps:

  • When rendering Large images these images should be drawn using multiple GPU textures.
  • Shadow of modifier meshes

Diff Detail

rB Blender
T67530 (branched from master)
Build Status
Buildable 5693
Build 5693: arc lint + arc unit

Event Timeline

Basic Image Drawing

  • color management
  • repeating image drawing

UV overlay + UV stretching overlay

  • Need to discuss a better solution for the linewidths. Current uv overlay uses mutliple line widths, but draw manager currently supports a fix width

just noting that if you run into problems with UV Local View here, this is also reported for master, see T70430

Added shadow overlay

Removed solved todo

  • Alpha checkerboard
  • Depth Float textures
  • use a full screen shader for drawing the UV/Image editor

Added multi sample rendering for the lines

Use experimental tab for activating the draw manager

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Nov 15 2019, 3:02 PM

Refactored draw manager line width. Still not the final solution. Want to reduce the number of bitflags we currently use.

Added the GIZMO 2d back

Quick implementation of the 2d cursor